Skip to content
Sounak GhoshXR Designer & Creative Technologist
All work

VR Education

VR Education at Scale

Building VR simulations for career education and training reaching 100,000+ users.

100k+ users reached · 25+ simulations shipped

Role
Senior Technical XR Designer
Company
Transfr ↗
Timeline
2022–present · ~4 years
Team
Cross-functional — instructional designers, 3D artists, technical artists, SDK developers, SMEs and a project manager
Platform
Meta Quest 2, 3 & 3S
Tools
  • Unity
  • C#
  • Meta Quest
  • EdTech

What I did

  • Designed and built 25+ career-training VR simulations in Unity on the Transfr SDK
  • Translated real-world physical tasks — CNC machines, lab tools — into standardized XR interaction patterns
  • Partnered with SDK engineers on Node Flow Studio, Asset Manager, interaction templates and voice-over generation
  • Coordinated instructional designers, technical artists and sound designers for each simulation
  • Ran continuous user testing and feedback loops with learners

The challenge

Building highly effective, standardized career exploration and training simulations that could serve diverse populations—from high school students to incarcerated individuals undergoing workforce rehabilitation.

The impact

I designed and built 25+ of the career simulations in Transfr's Trek VR library and helped shape the SDK that produces them. The library reaches 100,000+ users across the U.S., and Transfr's Coastal Bend efficacy study found learning gains from its simulations.

  • 100k+

    users across the U.S.

  • 25+

    VR simulations designed and built

The Mission: Building Pathways to Upward Mobility

At Transfr, the goal was to build a direct bridge from the classroom to a career. As a Senior Technical XR Designer, I've led the design and development of 25+ VR simulations across technical trades, from automotive technicians to pipefitting specialists. They're used in high school classrooms and workplace facilities across the U.S., by 100,000+ users.

My role on each simulation:

  • Build the scene in Unity and the simulation logic on the Transfr SDK, working with instructional designers, technical artists and sound designers.
  • Work with SDK developers to improve the tools we build with: interaction templates, nodes and components, voice-over generation and NPC animations.
  • Solve the interaction problem unique to each career, so a physical task feels natural in VR.

Deep Dive: The Flagger Sim

Flagger trains learners to direct traffic through a road work zone: holding a STOP/SLOW paddle in one hand, giving slow, stop and go hand signals with the other, and coordinating with a second flagger over the radio. In September 2025, E2Engine built Flagger's initial structure and saved ~4 days of setup. I put that time into the sim's three hardest design problems.

Design Challenge 1: Hand Signals From Controller Movement

Hand signals are the main interaction throughout the sim — they're how the learner controls traffic. The challenge was reading a hand gesture with nothing but a hand controller: no hand tracking and no buttons to press for each signal.

  • Orientation and movement: the sim reads the controller's orientation and how it moves to work out which gesture the hand is making — stop, slow or go.
  • Hand poses follow detection: as a signal is detected, the virtual hand changes to that signal's pose, so the learner sees what the sim has read and can correct it.
  • Color for clarity: a highlight shader outlines the hand in the color of the detected signal — red for stop, yellow for slow, green for go — so the signal reads at a glance.
  • Learn, then perform: the lead flagger demonstrates each signal and the learner copies it, then uses the signals to control live traffic for the rest of the sim.
Hand-signal detection: controller orientation and movement drive the gesture, and the hand pose changes as each signal is detected.

Design Challenge 2: Choosing Where to Stand

In one part of the sim, the flagger has to decide where to stand, and the choice itself is what's being taught. A normal teleport would let the learner wander anywhere, so we designed a multi-select teleport: the learner picks between two spots on a minimap of the street.

  • Default: a small flagger figure stands beside a minimap with two pins, and the prompt reads "Pick up and place to teleport".
  • Grabbed: the learner picks up the figure and places it on one of the two spots.
  • Placed: a radial countdown runs before the teleport, and the learner can grab the figure again to change their mind.
  • Character: the sketch gave the figure personality — it reaches up on hover, goes limp like a ragdoll when grabbed, and waves goodbye as the countdown finishes.
Design sketch of the multi-select teleport's default, grabbed and placed states, by Joey Fonacier.
The final implementation in the sim: a minimap with two spots and the prompt "Pick up and place to teleport".

Design Challenge 3: Showing the Consequences

The mistakes that matter most for a flagger are the ones that cause traffic accidents — exactly what can't be practiced safely on a real road. VR can show them safely, so we decided to simulate the real consequences instead of just marking an answer wrong.

  • Every action has an outcome: a wrong hand signal, or forgetting to radio the other flagger, plays out as a traffic consequence inside the sim.
  • Learn from the result: the learner sees what their mistake would cause on the road, then gets the chance to do it right.
  • Assessed too: wrong signals are also recorded for assessment, so instructors can see which ones a learner confused.
Consequences of a wrong action, simulated safely in VR: traffic reacts to what the flagger did, or didn't, do.

Bridging Design, Product, and Engineering

We were building the car and the factory at the same time. Alongside the simulations, I worked with multi-disciplinary teams on Transfr's Unity SDK and its XR interaction system, as the company moved from single prototypes to a library of simulations.

  • Interaction patterns: I helped turn real-world physical tasks — operating a CNC machine, handling laboratory tools — into standard XR interaction patterns. The tool templates became the VR Design System for Hands-On Tools.
  • SDK tools: I helped shape Node Flow Studio and Asset Manager, which keep visual and instructional standards consistent across modules.
  • Production workflows: I designed AI-driven workflows to speed up simulation development, which grew into E2Engine and Scriptr.
  • Selected simulations (videos below, in order): knee surgery assist, automotive oil change, hospital power outage, residential solar panel install, commercial pipe preparation and diesel mechanics.

Real-World Impact

These are company-level results for the library my simulations are part of:

  • Learning gains: Transfr's efficacy studies found its simulations often produced higher learning gains than real-world practice alone. Read the Coastal Bend study: transfrinc.com ↗
  • Reach: 100,000+ users across the U.S., in high schools and workforce programs.
  • Learner feedback: user testing with learners fed back into both the simulations and the SDK tools.